Having been class leader for a large part of my "WoW life" i've taken to the habit of keeping threads updated with info on major changes. So here goes:
Paladin Tanking resources:
Most are listed in the sticky but still:
http://maintankadin.failsafedesign.com/guides/basic-training/32-faq-tankadin-basics - Basic Tanking Guide
http://elitistjerks.com/f76/t37172-protection_paladin_field_manual_wow_3_0_wotlk/ - More advanced guide, contains a lot of useful info on consumables etc
Spec for 3.2:
http://talent.mmo-champion.com/?paladin#HJ2LHfZl1Ze1,Hra-3e,10128 is one of the recommended specs. The points from divine sacrifice/guardian can be shifted to imp HoJ and the ones from Seals of the pure can be shifted to either conviction/crusade (about the same total threat) or imp BoM as well for added utility. One more point in Spiritual Attunement doesn't hurt either. Everything else is pretty much mandatory.
Glyphs: Glyph of Divine Plea and Glyph of Seal of Vengeance are mandatory really. For the 3rd major, go with either Righteous Defense (for taunt reliablity), HoTR (easier add pickup) or HoSalvation (minor defensive cooldown, very situational).
Gearing: With the changes to ardent defender, stamina is kings. Your blue sockets should contain +30 stamina at all times, yellows +10def/+15 stam and reds either +10dodge or agility/+15 stamina. Only get red gems to activate the meta socket or if the socket bonus is really good (+9 stamina or more), else just stick with +30 stamina there as well.
Don't gem offensively for threat. Hit, Expertise or Strength are nice if they come on gear but not really worth it if you can boost survivability.
Enchants:
Head - Argent Dawn inscription
Shoulder - Highest Hodir Pinnacle thingy
Back - +22 agility, +16 defense or +225 armor
Chest - +10 stats or +22 defense (I prefer this one)
Wrists - +40 stamina
Gloves - Major Agility or Armsman
Legs - Frosthide Leg Armor
Boots - +22 stamina
Shield - +22 defense
Weapon - Blood Draining, Blade Warding, Mongosose or Accuracy are probably the best alternatives
If you're profession supplies you with a better alternative to any of these use it ofc.
Rotation info, pulled from EJ thread:
Because most of the abilities used in tanking are instant-cast spells that have cooldowns and trigger the global cooldown, it's natural to set up a rotation that allows you to maximize your activity in a stretch of time and lets you stay active without waiting on cooldowns to finish. By far the most common rotation is to interweave 6-second cooldowns and 9-second cooldowns; this rotation is variously known as 6/9, 696969, or other combinations of those two digits.
The 6-second cooldowns are Shield of Righteousness and Hammer of the Righteous. Since the global cooldown is just a little less than 1.5 seconds, we can say that these spells have a cooldown 4 GCDs long. So if we lay out the rotation in GCDs, with one slot for each GCD, we can rotate these two spells like this:
(ShR) ____ (HotR) ____ (ShR) ____ (HotR) ____ (ShR) ____ (HotR) ____ ...
The 9-second cooldown abilities are Holy Shield, Consecration, and Judgement. Holy Shield and Consecration actually have 8-second cooldowns, but Holy Shield lasts 10 seconds so it's fine to let it spend a second off cooldown each cycle. Judgements have a 10-second cooldown by default, so one point in the Improved Judgements talent is needed to bring the cooldown down th 9 second. A 9 second cooldown is six GCDs, so we can thread these three spells into the rotation above like this:
(ShR) HS (HotR) Cons (ShR) Judge (HotR) HS (ShR) Cons (HotR) Judge ...
While the cycle looks complicated, it's easy to maintain once it's going. With a good display of cooldowns, you should see each ability finishing its cooldown just slightly before its spot in the rotation. I recommend setting up your hotkeys in a way that makes it easy to move your fingers through the cycle. (For example, I use 1-2-3 for the 9-second CDs, Q for ShR, and E for HotR. This lets me cycle easily through the 9-second cooldowns on one row of the keyboard and the 6-second cooldowns on another row, all within reach of the hand on the movement keys.)
One common misconception about the 6/9 rotation is that it locks you into a certain routine and leaves you no flexibility to do anything else or react to events. The important thing to remember is that maintaining the rotation shouldn't be your top priority; instead, the rotation should be what you do when you don't need to do anything else. The strength of the 6/9 rotation is that it's actually the fastest way to build threat, so that if and when you need to stop building threat and react to something else, you're more likely to have a large enough threat lead to be able to stop building threat while you deal with the situation.
When you get comfortable with the rotation (it doesn't take long, especially if you design your keybindings around it) you'll find that it actually improves your ability to do other things while taking. You'll know instinctively which cooldowns are available and which aren't at any given moment, you'll know exactly how to pick up the rotation once you're done putting out fires, and you'll be able to switch back and forth more easily between "building threat" and "fixing problems".
If anyone has any questions or stuff they'd like covered feel free to reply here. Hope this is useful
